Related papers: Materialising contexts: virtual soundscapes for re…
Incorporating accurate physics-based simulation into interactive design tools is challenging. However, adding the physics accurately becomes crucial to several emerging technologies. For example, in virtual/augmented reality (VR/AR) videos,…
Digital technologies are reshaping how people experience their surroundings, often pulling focus toward virtual spaces and making it harder to stay present and engaged. Wearable augmented reality (AR), by embedding digital information into…
Embodiment can enhance conversational agents, such as increasing their perceived presence. This is typically achieved through visual representations of a virtual body; however, visual modalities are not always available, such as when users…
In this work we apply deep reinforcement learning to the problems of navigating a three-dimensional environment and inferring the locations of human speaker audio sources within, in the case where the only available information is the raw…
In this article, we present and discuss a user-study prototype, developed for Bakkehuset historic house museum in Copenhagen. We examine how the prototype - a digital sound installation - can expand visitors' experiences of the house and…
We present a new method to capture the acoustic characteristics of real-world rooms using commodity devices, and use the captured characteristics to generate similar sounding sources with virtual models. Given the captured audio and an…
The study of spatial audio and room acoustics aims to create immersive audio experiences by modeling the physics and psychoacoustics of how sound behaves in space. In the long history of this research area, various key technologies have…
Mixed-reality (MR) soundscapes blend real-world sound with virtual audio from hearing devices, presenting intricate auditory information that is hard to discern and differentiate. This is particularly challenging for blind or visually…
Virtual Reality (VR) museums provide immersive visiting experiences. Despite growing efforts in VR museum design optimization, limited research addresses its efficacy for older adults. We sought to investigate the challenges of and…
Given an input sound signal and a target virtual sound source, sound spatialisation algorithms manipulate the signal so that a listener perceives it as though it were emitted from the target source. There exist several established…
Augmented reality provides new possibilities to propose environments where the designers can take advantage of the physicality of the artifacts while keeping the versatility of digital environments. Mixed objects can therefore provide new…
In this study, we propose the use of virtual urban field studies (VUFS) through context-based interface prototypes for evaluating the interaction design of auditory interfaces. Virtual field tests use mixed-reality technologies to combine…
In this position paper, the author presents a process artifact that aims to serve as an archival and educational tool that revitalizes World War II oral histories in Japan. First, the author introduces the historical background and how the…
This paper proposes a real-time system integrating an acoustic material estimation from visual appearance and an on-the-fly mapping in the 3-dimension. The proposed method estimates the acoustic materials of surroundings in indoor scenes…
In this work, a new and innovative way of spatial computing that appeared recently in the bibliography called True Augmented Reality (AR), is employed in cultural heritage preservation. This innovation could be adapted by the Virtual…
There is a long history of an effort made to explore musical elements with the entities and spaces around us, such as musique concr\`ete and ambient music. In the context of computer music and digital art, interactive experiences that…
In audio-visual navigation, an agent intelligently travels through a complex, unmapped 3D environment using both sights and sounds to find a sound source (e.g., a phone ringing in another room). Existing models learn to act at a fixed…
This work examines how head-mounted AR can be used to build an interactive sonic landscape to engage with a public sculpture. We describe a sonic artwork, "Listening To Listening", that has been designed to accompany a real-world sculpture…
Recent digitisation efforts in natural history museums have produced large volumes of collection data, yet their scale and scientific complexity often hinder public access and understanding. Conventional data management tools, such as…
While visual augmentation dominates the augmented reality landscape, devices like Meta Ray-Ban audio smart glasses signal growing industry movement toward audio augmented reality (AAR). Hearing is a primary channel for sensing context,…